soil/src/ingame/player.gd

148 lines
4.1 KiB
GDScript

extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@export var _projectile_scene: PackedScene
@export var _projectile_holder: Node
@export var _projectile_point: Marker3D
@export var _camera_pivot: Node3D
@export var _camera: Camera3D
@export var _line_of_sight: ShapeCast3D
@export var _shot_sound: AudioStreamPlayer3D
@export var id: int
@export var input_dir := Vector2()
@export var input_jumped := false
var _max_speed := 12
var _mouse_sensitivity := 0.008 # radians/pixel
var _projectile_speed := 12.0
## Could be only one thing at a time to consider.
var _interaction_selection: Node3D
var controls_disabled := false
var held_thing: String
# What the others see.
func _init_bystander() -> void:
$Nickname.text = GameState.fetch().player_data[id].username
$Nickname.show()
func _ready() -> void:
if id != multiplayer.get_unique_id():
_init_bystander()
return
$Model.hide()
_camera.make_current()
var spawn_point: Marker3D = get_tree().get_nodes_in_group("spawn_points").pick_random()
global_position = spawn_point.global_position
reset_physics_interpolation()
func _process(_delta: float) -> void:
if id != multiplayer.get_unique_id():
return
_process_input()
func _physics_process(delta: float) -> void:
## Process interactivity selection.
if id == multiplayer.get_unique_id():
var collider: Object = null
if held_thing == "" and _line_of_sight.is_colliding():
collider = _line_of_sight.get_collider(0)
if collider != _interaction_selection:
if _interaction_selection != null:
_interaction_selection.get_parent().mark_non_interactive()
if collider != null:
collider.get_parent().mark_interactive()
_interaction_selection = collider
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if input_jumped and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
@rpc("any_peer", "call_local", "reliable")
func hold_thing() -> void:
held_thing = "water"
_camera_pivot.get_node("HeldViewmodel").show()
@rpc("any_peer", "call_local", "reliable")
func throw_thing() -> void:
held_thing = ""
_camera_pivot.get_node("HeldViewmodel").hide()
func _unhandled_input(event: InputEvent) -> void:
if controls_disabled or id != multiplayer.get_unique_id():
return
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * _mouse_sensitivity)
_camera_pivot.rotate_x(-event.relative.y * _mouse_sensitivity)
_camera_pivot.rotation.x = clamp(_camera_pivot.rotation.x, -1.2, 1.2)
return
if event.is_action_pressed("pick") and held_thing == "":
if _interaction_selection != null:
_interaction_selection.get_parent().get_picked_up.rpc()
hold_thing.rpc()
if event.is_action_pressed("fire") and held_thing != "":
var new_projectile: Node3D = _projectile_scene.instantiate()
_projectile_holder.add_child(new_projectile, true)
_set_projectile_authority.rpc(new_projectile.get_path(), id)
new_projectile.set_global_pos.rpc(_projectile_point.global_position)
new_projectile.sender_body = self
new_projectile.sender_id = id
new_projectile.body.process_mode = Node.PROCESS_MODE_INHERIT
new_projectile.body.linear_velocity = -_camera.global_basis.z * _projectile_speed
_shot_sound.play()
throw_thing.rpc()
@rpc("authority", "call_local", "reliable")
func _set_projectile_authority(path: NodePath, authority_id: int) -> void:
if not _projectile_holder.has_node(path):
return
_projectile_holder.get_node(path).set_multiplayer_authority(authority_id)
func _process_input() -> void:
if controls_disabled:
input_dir = Vector2.ZERO
input_jumped = false
return
input_dir = Input.get_vector("strafe_left", "strafe_right", "move_forward", "move_backward")
input_jumped = Input.is_action_just_pressed("jump")